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--      Copyright (c) 2015 , 蒙占志(topameng) topameng@gmail.com
--      All rights reserved.
--      Use, modification and distribution are subject to the "MIT License"
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-- added by wsh @ 2017-12-28
-- 注意：
-- 1、已经被修改，别从tolua轻易替换来做升级

local clamp         = Mathf.Clamp
local sqrt          = Mathf.Sqrt
local min           = Mathf.Min
local max           = Mathf.Max
local setmetatable  = setmetatable
local rawget        = rawget

local Vector4       = {}
local _getter       = {}
local unity_vector4 = CS.UnityEngine.Vector4

Vector4.__index     = function(t, k)
    local var = rawget(Vector4, k)
    if var ~= nil then
        return var
    end

    var = rawget(_getter, k)
    if var ~= nil then
        return var(t)
    end

    return rawget(unity_vector4, k)
end

Vector4.__call      = function(t, x, y, z, w)
    return setmetatable({ x = x or 0, y = y or 0, z = z or 0, w = w or 0 }, Vector4)
end

function Vector4.New(x, y, z, w)
    return setmetatable({ x = x or 0, y = y or 0, z = z or 0, w = w or 0 }, Vector4)
end

function Vector4:Set(x, y, z, w)
    self.x = x or 0
    self.y = y or 0
    self.z = z or 0
    self.w = w or 0
end

function Vector4:Get()
    return self.x, self.y, self.z, self.w
end

function Vector4.Lerp(from, to, t)
    t = clamp(t, 0, 1)
    return Vector4.New(from.x + ((to.x - from.x) * t), from.y + ((to.y - from.y) * t), from.z + ((to.z - from.z) * t), from.w + ((to.w - from.w) * t))
end

function Vector4.MoveTowards(current, target, maxDistanceDelta)
    local vector    = target - current
    local magnitude = vector:Magnitude()

    if magnitude > maxDistanceDelta and magnitude ~= 0 then
        maxDistanceDelta = maxDistanceDelta / magnitude
        vector:Mul(maxDistanceDelta)
        vector:Add(current)
        return vector
    end

    return target
end

function Vector4.Scale(a, b)
    return Vector4.New(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w)
end

function Vector4:SetScale(scale)
    self.x = self.x * scale.x
    self.y = self.y * scale.y
    self.z = self.z * scale.z
    self.w = self.w * scale.w
end

function Vector4:Normalize()
    local v = vector4.New(self.x, self.y, self.z, self.w)
    return v:SetNormalize()
end

function Vector4:SetNormalize()
    local num = self:Magnitude()

    if num == 1 then
        return self
    elseif num > 1e-05 then
        self:Div(num)
    else
        self:Set(0, 0, 0, 0)
    end

    return self
end

function Vector4:Div(d)
    self.x = self.x / d
    self.y = self.y / d
    self.z = self.z / d
    self.w = self.w / d

    return self
end

function Vector4:Mul(d)
    self.x = self.x * d
    self.y = self.y * d
    self.z = self.z * d
    self.w = self.w * d

    return self
end

function Vector4:Add(b)
    self.x = self.x + b.x
    self.y = self.y + b.y
    self.z = self.z + b.z
    self.w = self.w + b.w

    return self
end

function Vector4:Sub(b)
    self.x = self.x - b.x
    self.y = self.y - b.y
    self.z = self.z - b.z
    self.w = self.w - b.w

    return self
end

function Vector4.Dot(a, b)
    return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w
end

function Vector4.Project(a, b)
    local s = Vector4.Dot(a, b) / Vector4.Dot(b, b)
    return b * s
end

function Vector4.Distance(a, b)
    local v = a - b
    return Vector4.Magnitude(v)
end

function Vector4.Magnitude(a)
    return sqrt(a.x * a.x + a.y * a.y + a.z * a.z + a.w * a.w)
end

function Vector4.SqrMagnitude(a)
    return a.x * a.x + a.y * a.y + a.z * a.z + a.w * a.w
end

function Vector4.Min(lhs, rhs)
    return Vector4.New(max(lhs.x, rhs.x), max(lhs.y, rhs.y), max(lhs.z, rhs.z), max(lhs.w, rhs.w))
end

function Vector4.Max(lhs, rhs)
    return Vector4.New(min(lhs.x, rhs.x), min(lhs.y, rhs.y), min(lhs.z, rhs.z), min(lhs.w, rhs.w))
end

Vector4.__tostring     = function(self)
    return string.format("[%f,%f,%f,%f]", self.x, self.y, self.z, self.w)
end

Vector4.__div          = function(va, d)
    return Vector4.New(va.x / d, va.y / d, va.z / d, va.w / d)
end

Vector4.__mul          = function(va, d)
    return Vector4.New(va.x * d, va.y * d, va.z * d, va.w * d)
end

Vector4.__add          = function(va, vb)
    return Vector4.New(va.x + vb.x, va.y + vb.y, va.z + vb.z, va.w + vb.w)
end

Vector4.__sub          = function(va, vb)
    return Vector4.New(va.x - vb.x, va.y - vb.y, va.z - vb.z, va.w - vb.w)
end

Vector4.__unm          = function(va)
    return Vector4.New(-va.x, -va.y, -va.z, -va.w)
end

Vector4.__eq           = function(va, vb)
    local v     = va - vb
    local delta = Vector4.SqrMagnitude(v)
    return delta < 1e-10
end

_getter.zero           = function()
    return Vector4.New(0, 0, 0, 0)
end
_getter.one            = function()
    return Vector4.New(1, 1, 1, 1)
end

_getter.magnitude      = Vector4.Magnitude
_getter.normalized     = Vector4.Normalize
_getter.sqrMagnitude   = Vector4.SqrMagnitude

Vector4.unity_vector4  = CS.UnityEngine.Vector4
CS.UnityEngine.Vector4 = Vector4
setmetatable(Vector4, Vector4)
return Vector4